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Reply to SKTexture used for SceneKit object is rendered too bright
Right now for SceneKit I'm preloading SCNMaterial by running material.diffuse.contents = url and for SpriteKit I run SKTexture(image: NSImage(contentsOf: url)!) in the background. If I need the same image for both SceneKit and SpriteKit, this means that it's read twice from disk. As mentioned, I'd like to use SKTexture because that's what I think could be preloaded once and then used in both SpriteKit and SceneKit.
2w
Reply to getattrlistbulk lists same files over and over on macOS 15 Sequoia
[quote='809127022, DTS Engineer, /thread/766035?answerId=809127022#809127022'] SO, my immediate question is why are you calling getattrlistbulk? [/quote] I think I switched to getattrlistbulk many years ago for performance reasons. Perhaps I didn't test correctly at the time, or perhaps FileManager became faster in the meantime... in any case, I cannot switch back just yet because of some missing or unsupported URLResourceKey values. fileIdentifierKey for instance is only available since macOS 13.3 and iOS 16.4, and it was only added because I opened a feedback about it (or it was coincidentally added at the same time). I think your attributeBuffer is FAR to small: (I would keep quoting you like above, but it seems that multiple quotes are not rendered correctly, so I have to resort to the Markdown quote syntax) Thanks for pointing that out. I increased it to 32 * 1024 as suggested... If your "ATTR_CMN_NAME" parsing fails in the right name, then you'll end up returning "parent path" as the new file full path. You'll then recurse on exactly the same directory. ... but still, even though your explanation makes sense, it cannot be the cause here. If any file name failed to parse in my original code and resulted in the parent directory being scanned again, the output would show start scan [...] which is not the case here. Instead, getattrlistbulk just continues by listing files we've already seen. I did take a look at your attachment, but I think something was completely broken in the upload process, garbling the file to the point where I couldn't really get it working. Here I try to upload the code again. ViewController.swift
Oct ’24
Reply to Modal UINavigationController shown programmatically has no navigation buttons
[quote='809291022, Frameworks Engineer, /thread/766374?answerId=809291022#809291022'] When you set the primary action, we take the title & image from that action for the bar button item [/quote] Thanks! I see now that the documentation for primaryAction says this as well. Though in other places in my project I use let button = UIBarButtonItem(title: "button", primaryAction: UIAction(handler: { action in ... })) which works fine and I assumed was the same as let button = UIBarButtonItem(title: "button") button.primaryAction = UIAction(handler: { action in ... })
Oct ’24
Reply to Xcode UI test cannot tap menu button in form
[quote='800821022, Developer Tools Engineer, /thread/760070?answerId=800821022#800821022'] You can see what type it is by printing app.debugDescription and searching for "menu2" [/quote] Sorry for my late reply, once again I wasn't notified of a new post even though I'm subscribed to this topic. Here's the output I get when running app.debugDescription. Both menu1 and menu2 seem to be buttons.
Oct ’24
Reply to NSAttributedString.enumerateAttribute(_:in) crashes with custom attribute in macOS Sequoia
[quote='806209022, Claude31, /thread/764898?answerId=806209022#806209022, /profile/Claude31'] What would you expect from [/quote] I use this to correlate a text range with a custom object that I need when the user modifies that range. The documentation says right in the first paragraph: Attributed strings support many different kinds of attributes, including Custom attributes you define for your app
Sep ’24